Izoni, Thousand-Eyed

Izoni, Thousand-Eyed

Legendary Creature — Elf Shaman

Undergrowth — When Izoni, Thousand-Eyed enters the battlefield, create a 1/1 black and green Insect token for each creature card in your graveyard.

, Sacrifice another creature: You gain 1 life and draw a card.

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Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Rare
Guilds of Ravnica (GRN) Rare

Combos Browse all

Tokens

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Izoni, Thousand-Eyed occurrence in decks from the last year

Standard:

All decks: 0.08%

Commander / EDH:

All decks: 0.02%

Golgari: 0.3%

Izoni, Thousand-Eyed Discussion

fireball0093 on What was your favorite play ...

1 week ago

I was playing my Muldrotha, the Gravetide deck the other week, and late game it came down to me and one other friend duking it out. I had a lockdown going with Izoni, Thousand-Eyed by sacrificing Eternal Witness, then playing Witness to keep bringing back River's Rebuke to hand. I also had Tamiyo, Collector of Tales to return any counterspells I may have needed. Just kept swinging my board every time, then Seedborn Muse let me have a defense on his turn.

EldraziOfRavnica on Ooga Booga Garruk

2 weeks ago

Eight creatures see low for a playset of Garruk's Harbinger, although it does also hit your Walkers. Replacing Overgrowth with some dorks(Birds of Paradise) could fix this. Izoni, Thousand-Eyed feels weak without cards to fill the yard. Cutting her for Murderous Rider, which can be hit by Harbinger, or Rampaging Baloths, which fulfills a similar role and is better with Growing Ranks.

multimedia on Meren's Sacrificial Army of Death, Doom, and Gloom

1 month ago

Hey, I think you're being too risky here with Hermit Druid and the manabase because you don't have an infinite win condition combo to assemble after Hermit with Dread Return. You've added a Hermit safe guard by playing 2x of Swamp and Forest, but even with this you risk losing the game by trying to draw from an empty library before you can win. Currently other than the manabase the rest of your deck is built to use Hermit as a support creature for repeatable self-mill not an enabler to activate to win.

When you play Hermit with a manabase of lands as 1 ofs then want to build around the idea of winning right after you activate Hermit. Don't want to count on having a lot of turns, or even one turn afterwards. If you don't have an infinite combo to assemble from your graveyard after Hermit then you should add more basic lands to give you more turns after you activate Hermit to use the creatures in your graveyard with Meren and Genesis. In this case use Hermit as support for self-mill and add more basic lands so that you don't deck yourself. If you add more basic lands then Sakura-Tribe Elder who's excellent with Meren could be added to thin your deck of basic lands.

Currently, the closest line you have that's a combo after Hermit is reanimating Izoni, Thousand-Eyed with Return and sacing the Insects. This however not an infinite combo, not a sure way to win the game, as well as needing Meren on the battlefield and Victimize in hand to reanimate a sac outlet and an aristocrat who can be the win condition.


One Hermit line that doesn't require Meren on the battlefield and gets all the cards you need to win from your graveyard is to reanimate Eternal Witness with Return and recur Victimize. Have three mana to cast Victimize and sac Witness for Mike + Trike. Reanimate Mikaeus, the Unhallowed and Triskelion which wins you the game no matter how much life your opponents have. Any line using flashback Return requires you have at least three creatures on the battlefield. Hermit is one of these creatures, need two more. Bloodghast can help since can reanimate it after Hermit by just playing the basic land you get with Hermit.

Good luck with your deck.

abby315 on Meren to Nethroi

1 month ago

The above comment about sums it up for me, unless you were planning to take it in a combo or other kind of direction! Here are some good Nethroi targets that have low power but make tokens or have good effects when they enter:

Biogenic Ooze Blade Splicer Master Splicer
Maul Splicer
Sensor Splicer
Noosegraf Mob
Chittering Witch
Creakwood Liege
Akroan Horse
Pentavus
Deep Forest Hermit
Deranged Hermit
Nut Collector
Duplicant
Geist-Honored Monk
Ghave, Guru of Spores
God-Eternal Oketra
Hornet Queen
Izoni, Thousand-Eyed
Tendershoot Dryad
Trostani Discordant Trostani's Summoner

Most of the above cards create creature tokens, so you'll probably want the usual: Doubling Season, Anointed Procession, Parallel Lives if you include a lot of them.

Here are some 0-power utility creatures to consider, because they're free to reanimate if they get killed:

Arboreal Grazer
Birds of Paradise
Devoted Druid
Incubation Druid
Faeburrow Elder
Custodi Soulbinders
Embodiment of Agonies
Fertilid
Golgari Grave-Troll (also a great include because Dredge can fill your GY)

And you'll also want at least a few additional Mutaters in case you have Nethroi out and want to trigger it again:

Cubwarden
Auspicious Starrix
Cavern Whisperer
Gemrazer
Dirge Bat
Mindleecher
Migratory Greathorn
Necropanther
Sawtusk Demolisher

...all seem like good includes.

Hope this gives you a good place to start and a list of interesting cards to consider. Many are very affordable. Now I kinda want to make a Nethroi deck.

Have fun!

KittenPetter on King Rhys, Elven Warlord

1 month ago

Vash13 Yeah people do that to me too when I start filling my grave too quickly and get a Splendid Reclamation or World Shaper and even if I have nothing else going on, having 9 lands on turn 4 upsets people as it should and they all wisely attack me. Getting a Bolas's Citadel out is hella fun but you risk so much if you get it out turn 4 or 5, hit nothing but land on top, and pass and now everyone wants to murder you like they understand how deadly Bolas's Citadel is, especially with its often forgotten third ability that lets you sacrifice ten nonland permanents to make each opponent lose 10 life. With Izoni, Thousand-Eyed as your commander and some creatures in the grave, it can be very relevant in an aristocrats deck.

KittenPetter on King Rhys, Elven Warlord

1 month ago

Very cool deck! Awesome synergy though I have found from my past experience that Wayfaring Temple is not worth it unless you can always give it trample. I suppose you can do that. That said I think Rancor would make a great card. Even on just your commander Rhys the Redeemed that card would give you a turn two 3 power trampler. Not bad. Plus it is great with Wayfaring Temple. My deck as you saw is a token one too, but I mostly use them for sacrifices! I would love to see my Izoni, Thousand-Eyed go against this dope looking deck. Turn 6 consistent win you say?

rdean14 on Card creation challenge

2 months ago

Personally, I felt like he was doing the "right" thing for self-serving reasons, much like how he views the animals. I definitely can see a Boros Lukka. But, to me, he's still not a good guy. Like, he still wants to kill the cat for most of the time and is seeking both his city's protection, yes, but also personal glory. I think he's more


Lukka, Master of Men and Beasts

Legendary Planeswalker - Lukka

+1: Create a 1/1 white Human Soldier creature token with lifelink and a 1/1 red Human Warrior creature token with haste.

-1: Gain control of target non-Human creature until end of turn. Untap that creature. It gains haste until end of turn. If it dealt no combat damage to its owner, it's owner gains life equal to its power, then exile that creature, then return that card to the battlefield under your control.

-12: Each non-Human creature you don't control deals damage equal to its power to its controller. You gain life equal to damage dealt this way.

3


I think he should've had a threaten effect on him, but more as a recruiting idea. I designed the -1 to reflect a more recruiter effect, but also, just reflecting his view of these creatures as weapons, he can just use them and let them leave.


So, some Companions work particularly well with specific Commanders, e.g.:

In that spirit, I'd like you to make a companion with a specific commander in mind. The Companion should be non-sentient and the Commander should be sentient, because I think being like a familiar/pet is cool as the dynamic and reflects the concept of bonders I think the design is to imply.

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